Merge branch 'master' into float
# Conflicts: # src/g_heretic/a_hereticweaps.cpp # src/p_map.cpp # src/p_mobj.cpp # src/p_things.cpp # src/portal.cpp
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commit
c64eee5b15
104 changed files with 1206 additions and 1073 deletions
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@ -4184,12 +4184,12 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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if (floor)
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{
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actor->Sector->NextLowestFloorAt(actor, actor->Z(), 0, &resultsec, &resffloor);
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actor->Sector->NextLowestFloorAt(actor->X(), actor->Y(), actor->Z(), 0, actor->MaxStepHeight, &resultsec, &resffloor);
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secpic = resffloor ? *resffloor->top.texture : resultsec->planes[sector_t::floor].Texture;
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}
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else
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{
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actor->Sector->NextHighestCeilingAt(actor, actor->Top(), 0, &resultsec, &resffloor);
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actor->Sector->NextHighestCeilingAt(actor->X(), actor->Y(), actor->Z(), actor->Top(), 0, &resultsec, &resffloor);
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secpic = resffloor ? *resffloor->bottom.texture : resultsec->planes[sector_t::ceiling].Texture;
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}
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return tex == TexMan[secpic];
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@ -4897,15 +4897,15 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_GetActorVelX:
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actor = SingleActorFromTID(args[0], activator);
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return actor != NULL? actor->velx : 0;
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return actor != NULL? actor->vel.x : 0;
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case ACSF_GetActorVelY:
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actor = SingleActorFromTID(args[0], activator);
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return actor != NULL? actor->vely : 0;
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return actor != NULL? actor->vel.y : 0;
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case ACSF_GetActorVelZ:
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actor = SingleActorFromTID(args[0], activator);
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return actor != NULL? actor->velz : 0;
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return actor != NULL? actor->vel.z : 0;
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case ACSF_SetPointer:
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if (activator)
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@ -5946,8 +5946,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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reference = SingleActorFromTID(tid_dest, activator);
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}
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// If there is no actor to warp to, fail.
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if (!reference)
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// If there is no activator or actor to warp to, fail.
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if (activator == NULL || !reference)
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return false;
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if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
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